Add gathering, unified inventory, and real-time world

This commit is contained in:
Alexander Sellite 2026-08-18 18:19:36 -04:00
parent 173371e6fc
commit fa57edca83
113 changed files with 6700 additions and 1307 deletions

View file

@ -66,6 +66,8 @@ const WARM_SUN := Color(1.0, 0.58, 0.30)
const WARM_WATER_TINT := Color(0.78, 0.62, 0.58)
const WARM_SUN_DISC := Color(1.0, 0.45, 0.16)
const MOON_DISC := Color(0.78, 0.88, 1.0)
const STAR_COLOR := Color(0.72, 0.82, 0.96)
const STAR_STRENGTH: float = 0.72
const DAY_CLOUD_LIGHT := Color(0.70, 0.76, 0.77)
const DAY_CLOUD_SHADOW := Color(0.31, 0.38, 0.40)
const NIGHT_CLOUD_LIGHT := Color(0.18, 0.22, 0.30)
@ -425,6 +427,12 @@ func _apply_time(time_hours: float) -> void:
"moon_visibility",
(1.0 - daylight) * _weather_value(1.0, 0.72, 0.36, 1.0),
)
_sky_material.set_shader_parameter("star_color", STAR_COLOR)
_sky_material.set_shader_parameter("star_strength", STAR_STRENGTH)
_sky_material.set_shader_parameter(
"star_visibility",
(1.0 - daylight) * _weather_value(1.0, 0.18, 0.03, 0.0),
)
_sun.light_color = _blended_color(
NIGHT_SUN, DAY_SUN, WARM_SUN, daylight, warmth
)